/*
 * Auto generated C++ implementation for Mass Effect 2.
 *	by _silencer.
 */

#include "stdafx.h"
#include "unreal_game.h"

namespace game
{
	IMPLEMENT_PACKAGE_CLASS( SFXQAPlayerController, BioPlayerController, SFXGameContent )
	IMPLEMENT_PACKAGE_CLASS( SFXSeqAct_QAPressButton, SeqAct_Latent, SFXGameContent )
	IMPLEMENT_PACKAGE_CLASS( SFXSeqAct_SetMaterialParameter, SequenceAction, SFXGameContent )


	Bool SFXSeqAct_QAPressButton::Update( Float DeltaTime )
	{
		static ufunction* function = 0;

		if ( !function )
			function = find_global_object<ufunction>( "Function SFXGameContent.SFXSeqAct_QAPressButton.Update" );

		struct UpdateParams
		{
			Float DeltaTime; //offset = 0, size = 4
			Bool ReturnValue: 1; //offset = 4, size = 4
		} params;

		params.DeltaTime = DeltaTime;

		this->call_function( function, &params, 0 );

		return params.ReturnValue;
	}

	void SFXSeqAct_QAPressButton::Deactivated( String Command, BioPlayerInput* Input )
	{
		static ufunction* function = 0;

		if ( !function )
			function = find_global_object<ufunction>( "Function SFXGameContent.SFXSeqAct_QAPressButton.Deactivated" );

		struct DeactivatedParams
		{
			String Command; //offset = 0, size = 12
			BioPlayerInput* Input; //offset = 12, size = 4
		} params;

		params.Command = Command;
		params.Input = Input;

		this->call_function( function, &params, 0 );
	}

	void SFXSeqAct_QAPressButton::Activated( String Command, BioPlayerInput* Input )
	{
		static ufunction* function = 0;

		if ( !function )
			function = find_global_object<ufunction>( "Function SFXGameContent.SFXSeqAct_QAPressButton.Activated" );

		struct ActivatedParams
		{
			String Command; //offset = 0, size = 12
			BioPlayerInput* Input; //offset = 12, size = 4
		} params;

		params.Command = Command;
		params.Input = Input;

		this->call_function( function, &params, 0 );
	}

	String SFXSeqAct_QAPressButton::GetBind( BioPlayerInput* Input, Name Key, Bool bControl, Bool bShift, Bool bAlt )
	{
		static ufunction* function = 0;

		if ( !function )
			function = find_global_object<ufunction>( "Function SFXGameContent.SFXSeqAct_QAPressButton.GetBind" );

		struct GetBindParams
		{
			BioPlayerInput* Input; //offset = 0, size = 4
			Name Key; //offset = 4, size = 8
			String ReturnValue; //offset = 12, size = 12
			Bool bControl: 1; //offset = 24, size = 4
			Bool bShift: 1; //offset = 28, size = 4
			Bool bAlt: 1; //offset = 32, size = 4
		} params;

		params.Input = Input;
		params.Key = Key;
		params.bControl = bControl;
		params.bShift = bShift;
		params.bAlt = bAlt;

		this->call_function( function, &params, 0 );

		return params.ReturnValue;
	}

	Name SFXSeqAct_QAPressButton::GetKeyName( Byte TestButton )
	{
		static ufunction* function = 0;

		if ( !function )
			function = find_global_object<ufunction>( "Function SFXGameContent.SFXSeqAct_QAPressButton.GetKeyName" );

		struct GetKeyNameParams
		{
			Byte TestButton; //offset = 0, size = 1
			Name ReturnValue; //offset = 4, size = 8
		} params;

		params.TestButton = TestButton;

		this->call_function( function, &params, 0 );

		return params.ReturnValue;
	}

	void SFXSeqAct_SetMaterialParameter::Activated( Object* Target, Actor* chkActor, ActorComponent* Component, MeshComponent* MeshCmpt, MaterialInterface* Mat )
	{
		static ufunction* function = 0;

		if ( !function )
			function = find_global_object<ufunction>( "Function SFXGameContent.SFXSeqAct_SetMaterialParameter.Activated" );

		struct ActivatedParams
		{
			Object* Target; //offset = 0, size = 4
			Actor* chkActor; //offset = 4, size = 4
			ActorComponent* Component; //offset = 8, size = 4
			MeshComponent* MeshCmpt; //offset = 12, size = 4
			MaterialInterface* Mat; //offset = 16, size = 4
		} params;

		params.Target = Target;
		params.chkActor = chkActor;
		params.Component = Component;
		params.MeshCmpt = MeshCmpt;
		params.Mat = Mat;

		this->call_function( function, &params, 0 );
	}
}
